Files
tbd-station-14/Content.Shared/Movement/Systems/MovementSpeedModifierSystem.cs
Princess Cheeseballs dec2d42a1d Crawling Part 1: The Knockdownening (#36881)
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
2025-07-20 01:54:42 +02:00

249 lines
9.2 KiB
C#

using Content.Shared.CCVar;
using Content.Shared.Inventory;
using Content.Shared.Movement.Components;
using Content.Shared.Standing;
using Robust.Shared.Configuration;
using Robust.Shared.Timing;
namespace Content.Shared.Movement.Systems
{
public sealed class MovementSpeedModifierSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IConfigurationManager _configManager = default!;
private float _frictionModifier;
private float _airDamping;
private float _offGridDamping;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MovementSpeedModifierComponent, MapInitEvent>(OnModMapInit);
SubscribeLocalEvent<MovementSpeedModifierComponent, DownedEvent>(OnDowned);
SubscribeLocalEvent<MovementSpeedModifierComponent, StoodEvent>(OnStand);
Subs.CVar(_configManager, CCVars.TileFrictionModifier, value => _frictionModifier = value, true);
Subs.CVar(_configManager, CCVars.AirFriction, value => _airDamping = value, true);
Subs.CVar(_configManager, CCVars.OffgridFriction, value => _offGridDamping = value, true);
}
private void OnModMapInit(Entity<MovementSpeedModifierComponent> ent, ref MapInitEvent args)
{
// TODO: Dirty these smarter.
ent.Comp.WeightlessAcceleration = ent.Comp.BaseWeightlessAcceleration;
ent.Comp.WeightlessModifier = ent.Comp.BaseWeightlessModifier;
ent.Comp.WeightlessFriction = _airDamping * ent.Comp.BaseWeightlessFriction;
ent.Comp.WeightlessFrictionNoInput = _airDamping * ent.Comp.BaseWeightlessFriction;
ent.Comp.OffGridFriction = _offGridDamping * ent.Comp.BaseWeightlessFriction;
ent.Comp.Acceleration = ent.Comp.BaseAcceleration;
ent.Comp.Friction = _frictionModifier * ent.Comp.BaseFriction;
ent.Comp.FrictionNoInput = _frictionModifier * ent.Comp.BaseFriction;
Dirty(ent);
}
private void OnDowned(Entity<MovementSpeedModifierComponent> entity, ref DownedEvent args)
{
RefreshFrictionModifiers(entity);
RefreshMovementSpeedModifiers(entity);
}
private void OnStand(Entity<MovementSpeedModifierComponent> entity, ref StoodEvent args)
{
RefreshFrictionModifiers(entity);
RefreshMovementSpeedModifiers(entity);
}
public void RefreshWeightlessModifiers(EntityUid uid, MovementSpeedModifierComponent? move = null)
{
if (!Resolve(uid, ref move, false))
return;
if (_timing.ApplyingState)
return;
var ev = new RefreshWeightlessModifiersEvent()
{
WeightlessAcceleration = move.BaseWeightlessAcceleration,
WeightlessAccelerationMod = 1.0f,
WeightlessModifier = move.BaseWeightlessModifier,
WeightlessFriction = move.BaseWeightlessFriction,
WeightlessFrictionMod = 1.0f,
WeightlessFrictionNoInput = move.BaseWeightlessFriction,
WeightlessFrictionNoInputMod = 1.0f,
};
RaiseLocalEvent(uid, ref ev);
if (MathHelper.CloseTo(ev.WeightlessAcceleration, move.WeightlessAcceleration) &&
MathHelper.CloseTo(ev.WeightlessModifier, move.WeightlessModifier) &&
MathHelper.CloseTo(ev.WeightlessFriction, move.WeightlessFriction) &&
MathHelper.CloseTo(ev.WeightlessFrictionNoInput, move.WeightlessFrictionNoInput))
{
return;
}
move.WeightlessAcceleration = ev.WeightlessAcceleration * ev.WeightlessAccelerationMod;
move.WeightlessModifier = ev.WeightlessModifier;
move.WeightlessFriction = _airDamping * ev.WeightlessFriction * ev.WeightlessFrictionMod;
move.WeightlessFrictionNoInput = _airDamping * ev.WeightlessFrictionNoInput * ev.WeightlessFrictionNoInputMod;
Dirty(uid, move);
}
public void RefreshMovementSpeedModifiers(EntityUid uid, MovementSpeedModifierComponent? move = null)
{
if (!Resolve(uid, ref move, false))
return;
if (_timing.ApplyingState)
return;
var ev = new RefreshMovementSpeedModifiersEvent();
RaiseLocalEvent(uid, ev);
if (MathHelper.CloseTo(ev.WalkSpeedModifier, move.WalkSpeedModifier) &&
MathHelper.CloseTo(ev.SprintSpeedModifier, move.SprintSpeedModifier))
return;
move.WalkSpeedModifier = ev.WalkSpeedModifier;
move.SprintSpeedModifier = ev.SprintSpeedModifier;
Dirty(uid, move);
}
public void ChangeBaseSpeed(EntityUid uid, float baseWalkSpeed, float baseSprintSpeed, float acceleration, MovementSpeedModifierComponent? move = null)
{
if (!Resolve(uid, ref move, false))
return;
move.BaseWalkSpeed = baseWalkSpeed;
move.BaseSprintSpeed = baseSprintSpeed;
move.Acceleration = acceleration;
Dirty(uid, move);
}
public void RefreshFrictionModifiers(EntityUid uid, MovementSpeedModifierComponent? move = null)
{
if (!Resolve(uid, ref move, false))
return;
if (_timing.ApplyingState)
return;
var ev = new RefreshFrictionModifiersEvent()
{
Friction = move.BaseFriction,
FrictionNoInput = move.BaseFriction,
Acceleration = move.BaseAcceleration,
};
RaiseLocalEvent(uid, ref ev);
if (MathHelper.CloseTo(ev.Friction, move.Friction)
&& MathHelper.CloseTo(ev.FrictionNoInput, move.FrictionNoInput)
&& MathHelper.CloseTo(ev.Acceleration, move.Acceleration))
return;
move.Friction = _frictionModifier * ev.Friction;
move.FrictionNoInput = _frictionModifier * ev.FrictionNoInput;
move.Acceleration = ev.Acceleration;
Dirty(uid, move);
}
public void ChangeBaseFriction(EntityUid uid, float friction, float frictionNoInput, float acceleration, MovementSpeedModifierComponent? move = null)
{
if (!Resolve(uid, ref move, false))
return;
move.BaseFriction = friction;
move.FrictionNoInput = frictionNoInput;
move.BaseAcceleration = acceleration;
Dirty(uid, move);
}
}
/// <summary>
/// Raised on an entity to determine its new movement speed. Any system that wishes to change movement speed
/// should hook into this event and set it then. If you want this event to be raised,
/// call <see cref="MovementSpeedModifierSystem.RefreshMovementSpeedModifiers"/>.
/// </summary>
public sealed class RefreshMovementSpeedModifiersEvent : EntityEventArgs, IInventoryRelayEvent
{
public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
public float WalkSpeedModifier { get; private set; } = 1.0f;
public float SprintSpeedModifier { get; private set; } = 1.0f;
public void ModifySpeed(float walk, float sprint)
{
WalkSpeedModifier *= walk;
SprintSpeedModifier *= sprint;
}
public void ModifySpeed(float mod)
{
ModifySpeed(mod, mod);
}
}
[ByRefEvent]
public record struct RefreshWeightlessModifiersEvent
{
public float WeightlessAcceleration;
public float WeightlessAccelerationMod;
public float WeightlessModifier;
public float WeightlessFriction;
public float WeightlessFrictionMod;
public float WeightlessFrictionNoInput;
public float WeightlessFrictionNoInputMod;
public void ModifyFriction(float friction, float noInput)
{
WeightlessFrictionMod *= friction;
WeightlessFrictionNoInput *= noInput;
}
public void ModifyFriction(float friction)
{
ModifyFriction(friction, friction);
}
public void ModifyAcceleration(float acceleration, float modifier)
{
WeightlessAcceleration *= acceleration;
WeightlessModifier *= modifier;
}
public void ModifyAcceleration(float modifier)
{
ModifyAcceleration(modifier, modifier);
}
}
[ByRefEvent]
public record struct RefreshFrictionModifiersEvent : IInventoryRelayEvent
{
public float Friction;
public float FrictionNoInput;
public float Acceleration;
public void ModifyFriction(float friction, float noInput)
{
Friction *= friction;
FrictionNoInput *= noInput;
}
public void ModifyFriction(float friction)
{
ModifyFriction(friction, friction);
}
public void ModifyAcceleration(float acceleration)
{
Acceleration *= acceleration;
}
SlotFlags IInventoryRelayEvent.TargetSlots => ~SlotFlags.POCKET;
}
}